I think the Submariner's Hat doesn't jive well with the argonian's heads, the example worn by Captain Zhao of the Yangtze had portions of it warped in odd ways
Pretty cool; could you please also do an alternate replacer that replaces all non-feral ghouls with the Canine Race mod? Basically randomizing non-feral ghouls into either spawning as a German Shepherd, Doberman, Rottweiler, or Wolf race (Though just excluding the more fantastical hellhound and hellhound skinwalker).
Probably not, and I fully admit it's for a selfish reason: I don't particularly like Canine Races that much. I'm also (hopefully) starting a new job soon, and I want to see how that shakes out before doing any more really big modding projects.
Hey, I don't mind, people have their own likes and dislikes, it's life. Personally, I like Argonians, myself, as well, so I'm not too upset about it, and I understand new jobs. Though, I do have one more idea I think would be interesting; how about an additional alternate option that just makes all Humans non-feral ghouls? If you did that, not only would it be interesting to see as a Elder Scrolls fan, but it could also be used for anyone looking to change non-feral ghouls (or in this case the ghoul replaced human NPCS in general) out in the future with a different modded race. Personally, I'd use such a mod for a long time, as the Proto Argonians are still pretty awesome looking, even better than the original, imo. :)
So I know it's been a while but I just realized I didn't quite read this correctly; I want to clear up a slight misconception about how these sort of mods tend to work.
There isn't a script that detects a ghoul character and magically converts them to Argonian. For each ghoul in the base game and DLCs, I had to manually tell it to make them Argonian, and then hand-build and plug in a face for them.
Converting humans to Argonians is certainly possible in principle using the same process, but it's a large scale idea on par with Furry Races Overhaul which uses a similar process - something like 400 NPCs (I think?) in comparison to 80ish ghouls.
If you have a mod that adds more settlers to the game, and some of those are ghouls, this mod will not change those.
The base game doesn't really have 'randomly generated' settlers, per se; it has a collection of a dozen or so faces for men and for women, and pairs one of those face with some clothes and random other stuff.
About four of those faces happen to be ghouls, and this mod does change those. There are also a handful of bonus 'workers' at The Slog that use their own static faces.
If you are still getting normal ghouls among your settlers, rather than lizards, it is most likely that you have another mod that adds more faces, which this mod is not able to change.
It is supposed to, in fact, although there's only a couple of faces for ghoul settlers in vanilla and I ultimately didn't end up adding any. Did you manage to get a non-lizard ghoul settler?
Your first mod was awesome! This mod has blown me away. I want to say a MASSIVE thank you! Your work is outstanding and very much appreciated! I really wish I knew how you did it as I'd like to have a crack and swapping the humans but as you may have guessed, my creative mod skills are rudimentary at best. So I feel my desire exceeds my skills. Thank you again!
Not technically my first mod, but definitely my first really big one and I appreciate the sentiment all the same~!
As for the process, I used a tool called Face Ripper that let me build faces using the in-game LooksMenu, and then transfer them into the plugin. I then used FO4Edit to fix up details - you have to manually change the race data, add the Argonian skin, and sometimes fix the skin color in a certain way (If you need help with that I can send a screenshot later).
I can understand it. I wanted them to really pop and stand out in comparison to the presets, and so I made an active effort to include a variety of colors. Differences in personal preference, I suppose.
Proto-Argonian Race - Generic NPCs can be run concurrently with Ghouls Are Lizards with no issues, for more subdued generic face. I might or might not have a generic NPCs project on my mind as well, and I'll keep this input in mind for that if I in fact do that.
A little different, in my opinion? Tamriel's Argonians are a little smoother in my memory, but I won't argue it's similar. It's nice, isn't it?
As a random bit of trivia, though, there's some ghoul faces for raiders that don't use the ghoul voice. Presumably the VA for generic ghouls didn't want to record raider lines.
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There isn't a script that detects a ghoul character and magically converts them to Argonian. For each ghoul in the base game and DLCs, I had to manually tell it to make them Argonian, and then hand-build and plug in a face for them.
Converting humans to Argonians is certainly possible in principle using the same process, but it's a large scale idea on par with Furry Races Overhaul which uses a similar process - something like 400 NPCs (I think?) in comparison to 80ish ghouls.
The base game doesn't really have 'randomly generated' settlers, per se; it has a collection of a dozen or so faces for men and for women, and pairs one of those face with some clothes and random other stuff.
About four of those faces happen to be ghouls, and this mod does change those. There are also a handful of bonus 'workers' at The Slog that use their own static faces.
If you are still getting normal ghouls among your settlers, rather than lizards, it is most likely that you have another mod that adds more faces, which this mod is not able to change.
Either way, this is still very cool mod.
As for the process, I used a tool called Face Ripper that let me build faces using the in-game LooksMenu, and then transfer them into the plugin. I then used FO4Edit to fix up details - you have to manually change the race data, add the Argonian skin, and sometimes fix the skin color in a certain way (If you need help with that I can send a screenshot later).
Proto-Argonian Race - Generic NPCs can be run concurrently with Ghouls Are Lizards with no issues, for more subdued generic face. I might or might not have a generic NPCs project on my mind as well, and I'll keep this input in mind for that if I in fact do that.
As a random bit of trivia, though, there's some ghoul faces for raiders that don't use the ghoul voice. Presumably the VA for generic ghouls didn't want to record raider lines.